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path: root/src/bossMegaGoomba.cpp
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#include <common.h>
#include <game.h>
#include <g3dhax.h>
#include <sfx.h>

#include "player.h"

class daMegaGoomba_c : public dEn_c {
	int onCreate();
	int onDelete();
	int onExecute();
	int onDraw();

	mHeapAllocator_c allocator;
	nw4r::g3d::ResFile resFile;
	m3d::mdl_c bodyModel;
	m3d::anmChr_c animationChr;
	nw4r::g3d::ResAnmTexPat resTexPat;
	m3d::anmTexPat_c animationPat;
	//mAllocator_c allocator2;
	//FIXME add this back in ?
	//EGG::Effect effect;

	float timer;
	float dying;
	
	HermiteKey keysX[0x10];
	unsigned int Xkey_count;
	HermiteKey keysY[0x10];
	unsigned int Ykey_count;

	char life;

	//TODO use these for MegaGecko testing of params
	u32 marker1_start;
	nw4r::ut::Rect Bounding;
	u32 marker1_end;
	u32 marker2_start;
	int pickedChoice;
	u32 marker2_end;
	float XSpeed;
	float JumpHeight;
	float JumpDist;
	float JumpTime;

	bool takeHit(char count);
	
	void dieFall_Execute();
	static daMegaGoomba_c *build();

	void setupBodyModel();
	void updateModelMatrices();

//	bool preSpriteCollision(ActivePhysics *apThis, ActivePhysics *apOther);
//	bool prePlayerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
//	bool preYoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther);

//	bool stageActorCollision(ActivePhysics *apThis, ActivePhysics *apOther);
//	void spriteCollision(ActivePhysics *apThis, ActivePhysics *apOther);
//	void playerCollision(ActivePhysics *apThis, ActivePhysics *apOther);
//	void yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther);

	void collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther);
	bool collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCat5_Mario(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCat11_PipeCannon(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther);
	void collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther);
	void _vf120(ActivePhysics *apThis, ActivePhysics *apOther);
	void _vf110(ActivePhysics *apThis, ActivePhysics *apOther);
	void _vf108(ActivePhysics *apThis, ActivePhysics *apOther);

	USING_STATES(daMegaGoomba_c);
	DECLARE_STATE(Grow);
	DECLARE_STATE(Shrink);
	DECLARE_STATE(Walk);
	DECLARE_STATE(Jump);
	DECLARE_STATE(Launch);
};

daMegaGoomba_c *daMegaGoomba_c::build() {
	void *buffer = AllocFromGameHeap1(sizeof(daMegaGoomba_c));
	return new(buffer) daMegaGoomba_c;
}


extern "C" void *PlaySound(daMegaGoomba_c *, int soundID);

//FIXME makes these dEn_c::HandleXSpeed();
extern "C" void *HandleXSpeed(daMegaGoomba_c *);
extern "C" void *HandleYSpeed(daMegaGoomba_c *);
extern "C" void *UpdateObjectPosBasedOnSpeedValues_real(daMegaGoomba_c *);
extern "C" u32 GenerateRandomNumber(int max);
extern "C" u8 dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(daMegaGoomba_c *, Vec pos);
extern "C" dStageActor_c *CreateActor(u16 classID, int settings, Vec pos, char rot, char layer);
extern "C" dStageActor_c *GetSpecificPlayerActor(int number);


CREATE_STATE(daMegaGoomba_c, Grow);
CREATE_STATE(daMegaGoomba_c, Shrink);
CREATE_STATE(daMegaGoomba_c, Walk);
CREATE_STATE(daMegaGoomba_c, Jump);
CREATE_STATE(daMegaGoomba_c, Launch);


//TODO better fix for possible bug with sign (ex. life=120; count=-9;)
bool daMegaGoomba_c::takeHit(char count) {
	int c = count;
	int l = this->life;
	if(l - c > 127) {
		c = 127 - l;
	}
	this->life -= c;
	this->XSpeed += 0.25;
	this->JumpHeight += 12.0;
	this->JumpDist += 12.0;
	this->JumpTime += 5.0;
	doStateChange(&StateID_Shrink);
	setNewActivePhysicsRect(this, &this->scale);
	return (life <= 0) ? true : false;
}

#define ACTIVATE	1
#define DEACTIVATE	0

//bool daMegaGoomba_c::preSpriteCollision(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("preSpriteCollision\n"); return false; }
//bool daMegaGoomba_c::prePlayerCollision(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("prePlayerCollision\n");  return false; }
//bool daMegaGoomba_c::preYoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("preYoshiCollision\n");  return false; }


//bool  daMegaGoomba_c::stageActorCollision(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("stageActorCollision\n"); return true; }
//void daMegaGoomba_c::spriteCollision(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("spriteCollision\n"); }
/*void daMegaGoomba_c::playerCollision(ActivePhysics *apThis, ActivePhysics *apOther) { 
	this->_vf220(apOther->owner);
	OSReport("I hit Mario.\n"); 
}*/
//void  daMegaGoomba_c::yoshiCollision(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("yoshiCollision\n"); }


void daMegaGoomba_c::collisionCat1_Fireball_E_Explosion(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Fireball\n"); }
bool daMegaGoomba_c::collisionCat2_IceBall_15_YoshiIce(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit Iceball\n"); return false; }
void daMegaGoomba_c::collisionCat3_StarPower(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Hit StarMario\n"); }
void daMegaGoomba_c::collisionCat5_Mario(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("MarioHit\n"); }
void daMegaGoomba_c::collisionCat9_RollingObject(ActivePhysics *apThis, ActivePhysics *apOther) {
	OSReport("Hit Rolling Object\n");
	if(this->takeHit(1))
		doStateChange(&StateID_DieFall);
}
void daMegaGoomba_c::collisionCatA_PenguinMario(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Penguin Attack\n"); }
void daMegaGoomba_c::collisionCatD_GroundPound(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("Groundpound\n"); }
void daMegaGoomba_c::collisionCat11_PipeCannon(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("PipeCannon Hit\n"); }
void daMegaGoomba_c::collisionCat13_Hammer(ActivePhysics *apThis, ActivePhysics *apOther) {
	OSReport("Hit Hammer\n");
	if(this->takeHit(1))
		doStateChange(&StateID_DieFall);
}
void daMegaGoomba_c::collisionCat14_YoshiFire(ActivePhysics *apThis, ActivePhysics *apOther) {
	OSReport("Hit Yoshi Fire\n");
	if(this->takeHit(1))
		doStateChange(&StateID_DieFall);
}
void daMegaGoomba_c::_vf120(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("_vf120:\n"); }
void daMegaGoomba_c::_vf110(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("_vf110:\n"); }
void daMegaGoomba_c::_vf108(ActivePhysics *apThis, ActivePhysics *apOther) { OSReport("_vf108:\n"); }



//TODO make this real perty like
void daMegaGoomba_c::dieFall_Execute() {
	
	this->timer = this->timer + 1.0;
	
	this->dying = this->dying + 0.15;
	
	this->pos.x = this->pos.x + 0.15;
	this->pos.y = this->pos.y + ((-0.2 * (this->dying*this->dying)) + 5);
	
	this->dEn_c::dieFall_Execute();
}

void HexDump(char* address, u32 length) {
	length = (length + 0x1f) & ~0x1f;
	char line[0x11] = {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};
	for(u32 ii=0; ii < length; ii += 0x10) {
		for(u32 jj=0; jj < 0x10; jj++) {
			line[jj] = address[ii+jj];
		}
		OSReport("%08x: %04x %04x %04x %04x  %04x %04x %04x %04x |%s|\n",
				(u32)(address+ii),
				*(u16*)(address+ii+0x00),
				*(u16*)(address+ii+0x02),
				*(u16*)(address+ii+0x04),
				*(u16*)(address+ii+0x06),
				*(u16*)(address+ii+0x08),
				*(u16*)(address+ii+0x0a),
				*(u16*)(address+ii+0x0c),
				*(u16*)(address+ii+0x0e),
				line);
		for(u32 jj=0; jj<0x10; jj++) line[jj] = 0;
	}
}

void daMegaGoomba_c::setupBodyModel() {
	allocator.link(-1, GameHeaps[0], 0, 0x20);

	this->resFile.data = getResource("kuribo", "g3d/t02.brres");
	nw4r::g3d::ResMdl mdl = this->resFile.GetResMdl("kuribo");
	bodyModel.setup(mdl, &allocator, 0x224, 1, 0);
	SetupTextures_Enemy(&bodyModel, 0);

	bool ret;
	nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("walk");
	ret = this->animationChr.setup(mdl, anmChr, &this->allocator, 0);

	nw4r::g3d::ResAnmTexPat anmPat = this->resFile.GetResAnmTexPat("walk");
	this->resTexPat = anmPat;
	ret = this->animationPat.setup(mdl, anmPat, &this->allocator, 0, 1);
	this->animationPat.bindEntry(&this->bodyModel, &anmPat, 0, 0);
	this->bodyModel.bindAnim(&this->animationPat, 1.0);
	this->animationPat.setFrameForEntry(1.0, 0);


	allocator.unlink();
}

int daMegaGoomba_c::onCreate() {

	OSReport("Creating MG's body model\n");
	setupBodyModel();

	OSReport("Creating MegaGoomba's Physics Struct\n");
	//TODO find data for a fun, yet challenging, battle
	ActivePhysics::Info HitMeBaby;
	HitMeBaby.xDistToCenter = 0.0;
	HitMeBaby.yDistToCenter = 18.0;
	HitMeBaby.xDistToEdge   = 24.0;
	HitMeBaby.yDistToEdge   = 24.0;
	HitMeBaby.category1 = 0x3;
	HitMeBaby.category2 = 0x0;
	HitMeBaby.bitfield1 = 0x4f;
	HitMeBaby.bitfield2 = 0xffba7ffe;
	HitMeBaby.unkShort1C = 0;
	HitMeBaby.callback = &dEn_c::collisionCallback;

	this->aPhysics.initWithStruct(this, &HitMeBaby);
	this->aPhysics.addToList();

	//sub_80034060();

	//FIXME move this stuff elsewhere
	pos.y -= 16.0;
	pos.z = 3000.0;
	speed.x = dying = 0.0;
	rot.x = rot.z = 0;
	rot.y = 0x2000;	// 0x2000 is left. 0xe000 is for right.
	direction = 0;
	life = 3;
	//TODO 1) allow setting bounding rect with settings
	//TODO 2) don't use bounding rect. use wall/floor/ceiling detection
	Bounding.left = pos.x - 212.0;
	Bounding.top = pos.y + 500.0;
	Bounding.right = pos.x + 212.0;
	Bounding.bottom = pos.y;

	//TODO for tests
	this->marker1_start = 0xaabbcc11;
	this->marker1_end = 0xaabbff11;
	this->marker2_start = 0xaabbcc12;
	this->marker2_end = 0xaabbff12;

	this->pickedChoice = -1;
	// 2.0 is good final speed
	this->XSpeed = 1.5;
	this->JumpHeight = 48.0;
	this->JumpDist = 64.0;
	this->JumpTime = 50.0;

	OSReport("Setting MegaGoomba's State\n");
	doStateChange(&StateID_Grow);

	OSReport("Going to Execute MegaGoomba\n");
	this->onExecute();
	return true;
}

int daMegaGoomba_c::onDelete() {
	return true;
}

int daMegaGoomba_c::onExecute() {
	acState.execute();
	updateModelMatrices();

	if (this->aPhysics.result1 == 1) {

		char PlayerID = NearestPlayer(this);
		if(PlayerID > 0) {
			dStageActor_c *Player = GetSpecificPlayerActor(PlayerID);
			this->_vf220(Player);
		}
	}
	
	return true;
}

int daMegaGoomba_c::onDraw() {
	bodyModel.scheduleForDrawing();
	animationChr.process();
	animationPat.process();
	return true;
}


void daMegaGoomba_c::updateModelMatrices() {
	// Bounds checking
	// TODO possibly change to a state change
	if(this->life > 0) {
		if(this->pos.x < this->Bounding.left) {
			this->direction = !this->direction;
			rot.y = (this->direction) ? 0xe000 : 0x2000;
			this->speed.x = -this->speed.x;
			this->pos.x = this->Bounding.left;
		} else if (this->pos.x > this->Bounding.right) {
			this->direction = !this->direction;
			rot.y = (this->direction) ? 0xe000 : 0x2000;
			this->speed.x = -this->speed.x;
			this->pos.x = this->Bounding.right;
		}
		if(this->pos.y < this->Bounding.bottom) {
			this->speed.y = 0.0;
			this->pos.y = this->Bounding.bottom;
		} else if (this->pos.y > this->Bounding.top) {
			this->speed.y = 0.0;
			this->pos.y = this->Bounding.bottom;
		}
	}

	// This won't work with wrap because I'm lazy.
	matrix.translation(pos.x, pos.y, pos.z);
	matrix.applyRotationYXZ(&rot.x, &rot.y, &rot.z);

	bodyModel.setDrawMatrix(matrix);
	bodyModel.setScale(&scale);
	bodyModel.calcWorld(false);
}


// Grow State
void daMegaGoomba_c::beginState_Grow() { 
	this->timer = 1.0;

	float start, end, shift1, shift2;
	start  = 59.0;
	shift1 = 90.0;
	shift2 = 120.0;
	end    = 139.0;
	/* keysX[i] = { frame, value, slope }; */
	Xkey_count = 7;
	keysX[0] = (HermiteKey){ start,             1.0, 1.0 };
	keysX[1] = (HermiteKey){ (start+shift1)/2,  2.0, 1.0 };
	keysX[2] = (HermiteKey){ shift1,            4.0, 1.0 };
	keysX[3] = (HermiteKey){ (shift1+shift2)/2, 3.0, 1.0 };
	keysX[3] = (HermiteKey){ shift2,            6.0, 1.0 };
	keysX[3] = (HermiteKey){ (shift2+end)/2,    5.0, 1.0 };
	keysX[6] = (HermiteKey){ end,               7.0, 1.0 };
}
void daMegaGoomba_c::executeState_Grow() { 
	
	this->timer += 1.0;
	
	if ((this->timer > 60.0) && (this->timer < 140.0)) {

		float modifier = GetHermiteCurveValue(this->timer, this->keysX, Xkey_count);
		this->scale = (Vec){modifier, modifier, modifier};
		setNewActivePhysicsRect(this, &this->scale);

	}
	if(this->timer == 60.0)
		PlaySound(this, SE_EMY_KURI_CHANGE_BIG);
	
	if (this->timer > 170.0) { doStateChange(&StateID_Walk); }
	
}
void daMegaGoomba_c::endState_Grow() { }


// Shrink State
void daMegaGoomba_c::beginState_Shrink() {
	this->timer = 1.0;
	Xkey_count = 4;
	keysX[0] = (HermiteKey){  0.0, this->scale.x,       1.0 };
	keysX[1] = (HermiteKey){ 20.0, this->scale.x - 2.0, 1.0 };
	keysX[2] = (HermiteKey){ 40.0, this->scale.x,       1.0 };
	keysX[3] = (HermiteKey){ 59.0, this->scale.x - 2.0, 1.0 };
}
void daMegaGoomba_c::executeState_Shrink() { 
	this->timer += 1.0;
	
	float modifier = GetHermiteCurveValue(this->timer, this->keysX, Xkey_count);
	this->scale = (Vec){modifier, modifier, modifier};
	setNewActivePhysicsRect(this, &this->scale);

	if(this->timer == 2.0)
		PlaySound(this, SE_EMY_KURIBO_L_DAMAGE_02);

	if (this->timer > 60.0) { doStateChange(&StateID_Walk); }
}
void daMegaGoomba_c::endState_Shrink() { }



// Launch State - Launches some small goombas up in arcs
void daMegaGoomba_c::beginState_Launch() { 
	this->timer = 0.0; 
}
void daMegaGoomba_c::executeState_Launch() { 
		
	if (this->timer < 120.0) {
		// 3 shakes per second, exactly 24 shakes overall
		this->rot.y = sin(this->timer * 3.14 / 5) * 4000;

		dStageActor_c *spawner = NULL;
		// 120ticks /  120numbers * 3cases  = 3avg kuribo
		int randChoice = GenerateRandomNumber(120);
		int randChoiceX = GenerateRandomNumber(12);
		int randChoiceY = GenerateRandomNumber(7);
		switch(randChoice) {
			case 0:
			case 1:
				spawner = CreateActor(EN_KURIBO, 0, this->pos, 0, 0);
				spawner->speed.x = randChoiceX - 6.0;
				spawner->speed.y = randChoiceY + 3.0;
				spawner->scale = (Vec){1.0, 1.0, 1.0};
				break;
			case 2:
				spawner = CreateActor(EN_BEANS_KURIBO, 0, this->pos, 0, 0);
				spawner->speed.x = randChoiceX - 6.0;
				spawner->speed.y = randChoiceY + 3.0;
				spawner->scale = (Vec){1.0, 1.0, 1.0};
				break;
			case 3:
				spawner = CreateActor(EN_PATA_KURIBO, 0, this->pos, 0, 0);
				spawner->speed.x = randChoiceX - 6.0;
				spawner->speed.y = randChoiceY + 3.0;
				spawner->scale = (Vec){1.0, 1.0, 1.0};
				break;
			default:
				break;
		};
	}

	if (this->timer > 150.0) { doStateChange(&StateID_Walk); }
	this->timer = this->timer + 1.0;
}
void daMegaGoomba_c::endState_Launch() { 
	rot.y = (this->direction) ? 0xe000 : 0x2000;
}

// Jump State
void daMegaGoomba_c::beginState_Jump() {
	this->timer = 1.0;

	//Variables for choosing a curve
	float jump_height = this->JumpHeight;
	float delta = (this->direction) ? -JumpDist : JumpDist;
	float fullTime = this->JumpTime;
	//Key count
	Xkey_count = 2;
	Ykey_count = 3;

	//Initial Position
	keysX[0] = (HermiteKey){ 0.0, this->pos.x, 0.0 };
	keysY[0] = (HermiteKey){ 0.0, this->pos.y, 0.8 };

	//Middle Position
	keysY[1] = (HermiteKey){ (fullTime/2.0), this->pos.y + jump_height, 0.0 };

	//End Position
	keysX[1] = (HermiteKey){ fullTime, this->pos.x + delta, 0.0 };
	keysY[2] = (HermiteKey){ fullTime, this->pos.y, 0.8 };

}
void daMegaGoomba_c::executeState_Jump() { 

	this->pos.x = GetHermiteCurveValue(this->timer, this->keysX, Xkey_count);
	this->pos.y = GetHermiteCurveValue(this->timer, this->keysY, Ykey_count);

	float TimerMax = JumpTime + 1.0;
	if (this->timer > TimerMax) {
		doStateChange(&StateID_Walk);
	}

	this->timer = this->timer + 1.0;

}
void daMegaGoomba_c::endState_Jump() { }


// Walk State
void daMegaGoomba_c::beginState_Walk() {
	this->timer = 1.0;
	this->direction = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, this->pos);
	rot.y = (this->direction) ? 0xe000 : 0x2000;

	//SETUP WALK ANIMATION//
	nw4r::g3d::ResAnmChr anmChr = this->resFile.GetResAnmChr("walk");
	this->animationChr.bind(&this->bodyModel, anmChr, 0);
	this->bodyModel.bindAnim(&this->animationChr, 2.0);
	/*this->animationChr._setUpdateRate(2.0); FIXME*/
	this->bodyModel.bindAnim(&this->animationPat, 0.0);
	this->animationPat.setUpdateRateForEntry(1.0, 0);
	this->animationPat.setEntryByte34(0, 0);
	float num = (float)GenerateRandomNumber(0xB4);
	this->animationPat.setFrameForEntry(num, 0);
}
void daMegaGoomba_c::executeState_Walk() { 
	/*
	   nw4r::g3d::ResMdl mdl* = this->bodyModel.GetResMdl();
	   ResNode resNode = mdl->GetResNode("leg_left");
	   resNode._C;
	   mMtx mtx;
	   this->bodyModel.GetSomeMatrix(resNode._C, &mtx);
	   Vec vctr;
	   ConvertMatrixToTranslationVector(&mtx, &vctr);
	*/

	//HandleAcceleration(this);
	//HandleXSpeed(this);
	//UpdateObjectPosBasedOnSpeedValues_real(this);
	//DoGravityMaybe();
	float delta = (this->direction) ? -this->XSpeed : this->XSpeed;
	this->pos.x += delta;

	int Choice;
	float TimerMax = 150.0;
	if (this->timer > TimerMax) {

		if(this->pickedChoice != -1) {
			Choice = this->pickedChoice;
		} else {
			Choice = GenerateRandomNumber(4);
		}
		switch(Choice) {
			case 0:
				doStateChange(&StateID_Jump);
				break;
			case 1:
				doStateChange(&StateID_Launch);
				break;
			default:
				this->direction = dSprite_c__getXDirectionOfFurthestPlayerRelativeToVEC3(this, pos);
				rot.y = (this->direction) ? 0xe000 : 0x2000;
				this->timer = 0;
				break;
		};
		
	}

	this->timer = this->timer + 1.0;
}
void daMegaGoomba_c::endState_Walk() { }